Clock

new Clock()

A simple clock for keeping track of simulated time.
Name Type Default Description
options.startTime JulianDate optional The start time of the clock.
options.stopTime JulianDate optional The stop time of the clock.
options.currentTime JulianDate optional The current time.
options.multiplier Number 1.0 optional Determines how much time advances when tick is called, negative values allow for advancing backwards.
options.clockStep ClockStep ClockStep.SYSTEM_CLOCK_MULTIPLIER optional Determines if calls to tick are frame dependent or system clock dependent.
options.clockRange ClockRange ClockRange.UNBOUNDED optional Determines how the clock should behave when startTime or stopTime is reached.
options.canAnimate Boolean true optional Indicates whether tick can advance time. This could be false if data is being buffered, for example. The clock will only tick when both canAnimate and shouldAnimate are true.
options.shouldAnimate Boolean true optional Indicates whether tick should attempt to advance time. The clock will only tick when both canAnimate and shouldAnimate are true.
Throws:
Example:
// Create a clock that loops on Christmas day 2013 and runs in real-time.
var clock = new Cesium.Clock({
   startTime : Cesium.JulianDate.fromIso8601("12-25-2013"),
   currentTime : Cesium.JulianDate.fromIso8601("12-25-2013"),
   stopTime : Cesium.JulianDate.fromIso8601("12-26-2013"),
   clockRange : Cesium.ClockRange.LOOP_STOP,
   clockStep : SYSTEM_CLOCK_MULTIPLIER
});
See:

Members

canAnimate :Boolean

Indicates whether tick can advance time. This could be false if data is being buffered, for example. The clock will only tick when both canAnimate and shouldAnimate are true.
Default Value: true

clockRange :ClockRange

Determines how the clock should behave when startTime or stopTime is reached.
Default Value: ClockRange.UNBOUNDED

clockStep :ClockStep

Determines if calls to tick are frame dependent or system clock dependent.
Default Value: ClockStep.SYSTEM_CLOCK_MULTIPLIER

currentTime :JulianDate

The current time.

multiplier :Number

Determines how much time advances when tick is called, negative values allow for advancing backwards. If clockStep is set to ClockStep.TICK_DEPENDENT this is the number of seconds to advance. If clockStep is set to ClockStep.SYSTEM_CLOCK_MULTIPLIER this value is multiplied by the elapsed system time since the last call to tick.
Default Value: 1.0

onTick

An Event that is fired whenever tick.

shouldAnimate :Boolean

Indicates whether tick should attempt to advance time. The clock will only tick when both canAnimate and shouldAnimate are true.
Default Value: true

startTime :JulianDate

The start time of the clock.

stopTime :JulianDate

The stop time of the clock.

Methods

tick()JulianDate

Advances the clock from the currentTime based on the current configuration options. tick should be called every frame, regardless of whether animation is taking place or not. To control animation, use the shouldAnimate property.
Returns:
The new value of the currentTime property.